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@hamoungh
Created March 20, 2015 19:06
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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using SpriteClasses;
namespace Week07_Animation
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Human human;
Vector2 position = new Vector2(300.0f, 400.0f);
SpriteEffects spriteEffect = SpriteEffects.None;
Texture2D background1;
Texture2D background2;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferHeight = 600;
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
human = new Human(Content);
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
background1 = Content.Load<Texture2D>("HillLayer");
background2 = Content.Load<Texture2D>("SkyLayer");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
human.Update(gameTime);
UpdateInput();
base.Update(gameTime);
}
public void UpdateInput()
{
KeyboardState keyState = Keyboard.GetState();
float moveSpeed = 5.0f;
if (keyState.IsKeyDown(Keys.Left))
{
//moving left, so subtract from position, and flip images
human.Left();
}
else if (keyState.IsKeyDown(Keys.Right))
{
//moving right, so add to position, and don't flip images
human.Right();
}
else
{
//not moving, so stop him and show stop frame
human.Idle();
}
if (keyState.IsKeyDown(Keys.K))
{
//kick animation, play once only
((Human)human).Kick();
}
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(background2, Vector2.Zero, Color.White);
spriteBatch.Draw(background1, Vector2.Zero, Color.White);
human.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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